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The (mis)education of Generation M
16 references·7 citing·39 second hop
The (mis)education of Generation M (2007)The (mis)education of Generation MDigital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…The Christian Science Monitor (2011)The Christian Science MonitorGeneration M2: Media in the Lives of 8- to 18-Year-Olds (2010)Generation M2: Media in the L…Generation M2 : Media in the Lives of 8- to 18-year-olds (2010)Generation M2 : Media in the …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Violence exposure in real‐life, video games, television, movies, and the internet: is there desensitization? (2003)Violence exposure in real‐lif…Media Culture (2003)Media CultureExposure to violent media: The effects of songs with violent lyrics on aggressive thoughts and feelings. (2003)Exposure to violent media: Th…An update on the effects of playing violent video games (2003)An update on the effects of p…Social Cognitive Theory of Mass Communication (2001)Social Cognitive Theory of Ma…Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…The Role of Overt Aggression, Relational Aggression, and Prosocial Behavior in the Prediction of Children's Future Social Adjustment (1996)The Role of Overt Aggression,…Growing up with television: The cultivation perspective. (1994)Growing up with television: T…Television and Social Behavior (1971)Television and Social BehaviorThe Analysis of Communication Content: Developments in Scientific Theories and Computer Techniques. (1970)The Analysis of Communication…The utilization of online sales forums by salespeople as a mesosystem for enhancing sales-activity knowledge (2020)The utilization of online sal…Blind Students' Challenges in Social Media Communication (2014)Blind Students' Challenges in…Knowledge management using social media: A comparative study between blogs and Facebook (2013)Knowledge management using so…Facebook used in a German film project (2012)Facebook used in a German fil…Does Media Type Matter? The Role of Identification in Adolescent Girls’ Media Consumption and the Impact of Different Thin-Ideal Media on Body Image (2011)Does Media Type Matter? The R…‘Twenty‐four seven on the computers’: girls, ICTs and risk (2008)‘Twenty‐four seven on the com…Culture, Gender and Subjectivities: Computer and Internet Restrictions in a High School Library (2007)Culture, Gender and Subjectiv…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Self-Efficacy: The Exercise of Control (1999)Social Cognitive Theory: An Agentic Perspective (1999)Social Cognitive Theory: An Agentic Perspective (2001)Health Promotion by Social Cognitive Means (2004)Instagram and YouTube bloggers promote it, why should I buy? How credibility and parasocial interaction influence purchase intentions (2019)A Handbook of Child Psychology (1932)Child/adolescent behavioral and emotional problems: Implications of cross-informant correlations for situational specificity. (1987)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)Overt and Relational Aggression in Adolescents: Social-Psychological Adjustment of Aggressors and Victims (2001)Research on School Bullying and Victimization: What Have We Learned and Where Do We Go From Here? (2003)An Integrated Review of Indirect, Relational, and Social Aggression (2005)Aggression: A Social Learning Analysis (1973)The Aggression Questionnaire. (1992)The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)The ‘digital natives’ debate: A critical review of the evidence (2008)Understanding Generation Y and their use of social media: a review and research agenda (2013)Parental Mediation of Children's Internet Use (2008)College students' social networking experiences on Facebook (2009)Generation Z: Technology and Social Interest (2015)The Clash of Civilizations? (2000)Measuring Motivations for Online Opinion Seeking (2006)Austerity urbanism (2012)Gender Similarities and Differences (2013)On to the Next Level: Continuing the Conceptualization of the Bricolage (2005)Deliberating in the Real World (2006)Ideological cultures and media discourses on scientific knowledge: re-reading news on climate change (2007)
this work references cited by second hop

References

  • 2012Digital Natives, Digital Immigrants7,107 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2001Social Cognitive Theory of Mass Communication3,774 cited
  • 2011The Christian Science Monitor3,227 cited
  • 2010Generation M2: Media in the Lives of 8- to 18-Year-Olds2,196 cited
  • 2010Generation M2 : Media in the Lives of 8- to 18-year-olds2,017 cited
  • 2000Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.1,779 cited
  • 1996The Role of Overt Aggression, Relational Aggression, and Prosocial Behavior in the Prediction of Children's Future Social Adjustment1,183 cited
  • 2003Media Culture828 cited
  • 1994Growing up with television: The cultivation perspective.782 cited
  • 2003An update on the effects of playing violent video games740 cited
  • 2003Violence exposure in real‐life, video games, television, movies, and the internet: is there desensitization?531 cited
  • 2003Exposure to violent media: The effects of songs with violent lyrics on aggressive thoughts and feelings.479 cited
  • 1971Television and Social Behavior

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434 cited
  • 1970The Analysis of Communication Content: Developments in Scientific Theories and Computer Techniques.127 cited
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    • 2020The utilization of online sales forums by salespeople as a mesosystem for enhancing sales-activity knowledge24 cited
    • 2008‘Twenty‐four seven on the computers’: girls, ICTs and risk19 cited
    • 2014Blind Students' Challenges in Social Media Communication5 cited
    • 2007Culture, Gender and Subjectivities: Computer and Internet Restrictions in a High School Library2 cited